/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height / 2) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
self.shoot = function () {
for (var i = 0; i < 3; i++) {
var bullet = new EnemyBullet();
bullet.x = self.x + i * 50 - 50; // Offset each bullet for spread effect
bullet.y = self.y + enemyGraphics.height / 2;
game.addChild(bullet);
enemyBullets.push(bullet);
LK.getSound('Shoot').play();
}
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + bulletGraphics.height / 2) {
self.destroy();
enemyBullets.splice(enemyBullets.indexOf(self), 1);
}
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Hero update logic
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - heroGraphics.height / 2;
game.addChild(bullet);
heroBullets.push(bullet);
if (self.doubleBullets) {
var bullet2 = new HeroBullet();
bullet2.x = self.x + 50;
bullet2.y = self.y - heroGraphics.height / 2;
game.addChild(bullet2);
heroBullets.push(bullet2);
}
LK.getSound('Shoot').play();
};
self.powerUp = function () {
self.doubleBullets = true;
LK.setTimeout(function () {
self.doubleBullets = false;
}, 10000);
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height / 2) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// PowerUp class
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + powerUpGraphics.height / 2) {
self.destroy();
powerUps.splice(powerUps.indexOf(self), 1);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * 2048;
powerUp.y = -powerUp.height / 2;
game.addChild(powerUp);
powerUps.push(powerUp);
}
var hero;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var powerUps = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height / 2;
game.addChild(enemy);
enemies.push(enemy);
}
function handleMove(x, y, obj) {
hero.x = x;
hero.y = y;
}
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
game.move = handleMove;
game.update = function () {
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
if (LK.ticks % 600 == 0) {
spawnPowerUp();
}
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (LK.ticks % 120 == 0) {
enemies[i].shoot();
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
}
for (var i = heroBullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (heroBullets[i].intersects(enemies[j])) {
score++;
scoreTxt.setText(score);
heroBullets[i].destroy();
enemies[j].destroy();
heroBullets.splice(i, 1);
enemies.splice(j, 1);
break;
}
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (enemyBullets[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
break;
}
}
};
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
LK.setInterval(function () {
hero.shoot();
}, 500);
for (var i = powerUps.length - 1; i >= 0; i--) {
powerUps[i].update();
if (powerUps[i].intersects(hero)) {
powerUps[i].destroy();
powerUps.splice(i, 1);
hero.powerUp();
}
}
A space shooter enemy that shoots bullets. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A spaceship shooter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.